I would like to draw a polygon with repeat texture (e.g brick). Here is my code:
textureBrick = new Texture(Gdx.files.internal("data/brick.png"));
textureBrick.setWrap(TextureWrap.Repeat, TextureWrap.Repeat);
TextureRegion texreg = new TextureRegion(textureBrick,0,0,1f,1f);
texreg.setTexture(textureBrick);
PolygonRegion po = new PolygonRegion(texreg, floatvertices);
and next i draw (render):
public void render(SpriteBatch spriteBatch, PolygonSpriteBatch polygonBatch) {
Gdx.gl.glEnable(GL10.GL_TEXTURE_2D);
polygonBatch.draw(po, 0,0, 512f, 256f);
}
Unfortunately, I always gets polygons filled by white colour. Why?
You might be calling code in this order
spriteBatch.begin();
spriteBatch.draw(textureRegion, 0, 0, 480, 480);
polygonBatch.begin();
polygonBatch.draw(polygonRegion, 0,0, 400f, 400f);
polygonBatch.end();
spriteBatch.end();
Using spriteBatch,polygonBatch, shapeRenders etc together might lead to this type of problem you should use them seperately :
spriteBatch.begin();
spriteBatch.draw(textureRegion, 0, 0, 480, 480);
spriteBatch.end();
polygonBatch.begin();
polygonBatch.draw(polygonRegion, 0,0, 400f, 400f);
polygonBatch.end();
Before using begin of any other batch you should end the previous batch.
Related
I want to create an entity with Qt3D that has a custom image as texture. I came across the QPaintedTextureImage (link leads to Qt 5.9 version for details. Here ist doc for 5.8), which can be written with a QPainter but I don't understand how.
First, this is how I imagine the entity could look like:
[EDIT]: code is edited and works now!
planeEntity = new Qt3DCore::QEntity(rootEntity);
planeMesh = new Qt3DExtras::QPlaneMesh;
planeMesh->setWidth(2);
planeMesh->setHeight(2);
image = new TextureImage; //see below
image->setSize(QSize(100,100));
painter = new QPainter;
image->paint(painter)
planeMaterial = new Qt3DExtras::QDiffuseMapMaterial;
planeMaterial->diffuse()->addTextureImage(image);
planeEntity->addComponent(planeMesh);
planeEntity->addComponent(planeMaterial);
TextureImage is the subclassed QPaintedTextureImage with paint function:
class TextureImage : public Qt3DRender::QPaintedTextureImage
{
public:
void paint(QPainter* painter);
};
What does the QPainter, passed to paint function, need to do in the implementation of paint if I just want to draw a big circle to the planeEntity?
[Edit] Implementation:
void TextureImage::paint(QPainter* painter)
{
//hardcoded values because there was no device()->width/heigth
painter->fillRect(0, 0, 100, 100, QColor(255, 255, 255));
/* Set pen and brush to whatever you want. */
painter->setPen(QPen(QBrush(QColor(255, 0, 255)) ,10));
painter->setBrush(QColor(0, 0, 255));
/*
* Draw a circle (or an ellipse -- the outcome depends very much on
* the aspect ratio of the bounding rectangle amongst other things).
*/
painter->drawEllipse(0, 0, 100, 100);
}
The short answer is... use QPainter exactly the same way you would normally.
void TextureImage::paint (QPainter* painter)
{
int w = painter->device()->width();
int h = painter->device()->height();
/* Clear to white. */
painter->fillRect(0, 0, w, h, QColor(255, 255, 255));
/* Set pen and brush to whatever you want. */
painter->setPen(QPen(QBrush(QColor(0, 0, 0)) ,10));
painter->setBrush(QColor(0, 0, 255));
/*
* Draw a circle (or an ellipse -- the outcome depends very much on
* the aspect ratio of the bounding rectangle amongst other things).
*/
painter->drawEllipse(0, 0, w, h);
}
However, note that you really shouldn't invoke the paint method directly. Instead use update which will cause Qt to schedule a repaint, initialize a QPainter and invoke your overridden paint method with a pointer to that painter.
It might be simpler to dynamically load the image you need in QML.
I had to do it not so long ago and opened a question on SO for it:
Qt3D dynamic texture
Like attached my photo, I want to get "Windowed Window's Screen coordinate of each Corner in X-window". (I draw red dots, which I want to get as Screen coordinates, in the following image. What I am going to do later is to get exact middle point of my OpenGL window in 2D screen coordinate.
I tried following code already:
int* getWindowPos(Display *dpy) {
int winPos[2];
Window myWin;
myWin = XRootWindow(dpy, 0);
XWindowAttributes xwa;
XGetWindowAttributes(dpy, myWin, &xwa);
// printf("%d %d\n", xwa.x, xwa.y);
return winPos;
}
but this "XWindowAttributes" always gives me 0 in x point ,0 in y point, and width 1600 and height 900, which is same as my screen resolution.
following is what I coded to create this windowed window.
GLWin.win = XCreateWindow(GLWin.dpy, RootWindow(GLWin.dpy, vi->screen),
0, 0, 800, 600, 0, vi->depth, InputOutput, vi->visual,
CWBorderPixel | CWColormap | CWEventMask, &GLWin.attr);
You're storing your window into GLWin.win, but are querying the root window for its size and location. The "root window" is the full screen background window (desktop), so it makes sense that it's returning your screen resolution. Just pass your actual window (GLWin.win) to XGetAttributes() if you want those dimensions.
Hey so I was trying to make a program where you can draw a line from a point to where your mouse is but I am having trouble figuring out how to delete the line after it has been drawn.
#include <allegro.h>
#include <cstdlib>
BITMAP *buffer;
int main()
{
allegro_init();
install_mouse();
install_keyboard();
set_color_depth(16);
set_gfx_mode(GFX_AUTODETECT, 640, 480, 0, 0);
buffer = create_bitmap(640, 480);
while (!key[KEY_ESC]) {
if (key[KEY_SPACE]) {
line(buffer, 30, 450, mouse_x, mouse_y, makecol(255, 0, 0));
}
draw_sprite(screen, buffer, 0, 0);
release_screen();
rest(10);
}
return 0;
}
END_OF_MAIN();
You will need to store the coordinates of the lines in a data structure of some sort (e.g., an array of structs). When you want to delete a line, remove it from the data structure.
Your drawing code then looks like:
Clear buffer
Iterate through every line, drawing it to buffer
Draw buffer to screen
And don't call acquire/release screen. They generally aren't needed, and you'll give yourself a lot of problems if you misuse them.
I have to draw a String on a transparent bitmap at first, then draw A to destination canvas.
However on certain case, there is black border around the characters.
Bitmap* tempImg = new Bitmap(1000, 1000, PixelFormat32bppARGB);
Graphics tempGr(tempImg);
tempGr.Clear(Color(0, 255,255,255));
Gdiplus::SolidBrush* brush = new SolidBrush(Color(255, 255, 0, 0 ));
Gdiplus::FontFamily fontFamily(L"Times New Roman");
Gdiplus::Font* font = new Gdiplus::Font(&fontFamily, 19, FontStyleRegular, UnitPixel);
RectF rec(400, 400, 1000, 10000);
tempGr.DrawString(
L"Merry Chrismas",
-1,
font,
rec,
NULL,
brush
);
Graphics desGr(hdc);
desGr.Clear(Color::Gray);
desGr.DrawImage(tempImg , 0,0, 1000, 1000);
The character draw on desGr have black board for some fontsize.
How can I avoid this problem?
Many thanks!
I think the problem here is that you are drawing the text onto a transparent background.
You could try adding this line after the call to tempGr.Clear...
tempGr.TextRenderingHint = TextRenderingHint.AntiAlias;
ps - sorry not sure the exact syntax in C++ ;)
I just solved this problem in XNA:
Clear background to the same as the foreground color. The only difference is that the background should have Alpha=0, and the foreground with Alpha >> 0
The black border comes from blending of your background and foreground of different colors. Try to clear the background to some contrasting color to fully appreciate the phenomenon.
I have some legacy MFC apps, and I'd like to use the Cairo drawing engine to add some charts and graphs.
I'm searching for a small example of how to get that to work. Basically, once I've created a PNG or GIF file, how do I get that show up in an MFC CView window?
My google-fu is not finding any good clues.
From my demo samples,
// cairo_surface_t *surface;
// cairo_t *cr;
// surface = call_win32_surface_create_with_dib_T(CAIRO_FORMAT_ARGB32, 240, 80);
// cr = call_create_T (surface);
// call_surface_write_to_png_T (surface, "hello.png");
HDC src = call_win32_surface_get_dc_T(surface); // <--------
BitBlt(dest, 0, 0, 240, 80, src, 0,0, SRCCOPY); // <--------
Assuming that you already have a surface you can use something like the above sample.dest is the HDC handle to the window you want to render the cairo surface.
Update: CView::OnDraw()
You should implement the OnDraw() method for your CView (inherited?) class.
You can use the pDC pointer to draw the cairo surface, ie:
pDC->BitBlt(0, 0, 240, 80, src, 0,0, SRCCOPY); // "HDC src" is mentioned above